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[Comments and ratings from this account come from various team members]
Love the look and feel. Music was wonderful. Difficulty seemed to ramp down instead of up though. At the start of the game I was very heavily struggling but as I got pickups I just zerged through until the boss (where I died). I didn't feel as if I could have fared much better against the boss no matter how I played. Didn't play the Post Jam version so that may have addressed some of those issues. I think the game could benefit from some knockback on your weapons or some way to avoid melee damage better. Overall good work!
P.S. Loved the look of the weapons. Very creative :)

Thank you guys very much! The feedback is much appreciated. Hopefully we'll be able to put it to use and make a longer more in depth experience later on.

@Matt Rudder - Thanks! The spawn rates for everything is a bit high in the jam version. The post-jam version is a lot more balanced I think. We're still tuning things.

@Whitetigle - I was worried about that and concerned about that and considered adding a way to rebind the controls, but giving the deadline there were more pressing things to address.

@bastiandantilus - Ah, sorry to hear that that happened. That's what we get for using random placement of objects.I should probably make it account for those specific cases or maybe we'll add bomb berries that you can collect and use to get rid of rocks.

@Jhelle - Play the post-jam version! There's an awesome win screen and music just for beating the game!

@Evil Cult - Thank you for the feedback! The game does get easier as you get stronger since we currently only have one enemy type, but it's sort of rewarding that way. We'll be sure to spice things up more in later versions.

The post-jam version is a bit more balanced in terms of drop rate and enemy attacks. There is better knock back and feedback for the the pushpin in the post-jam version, too. Give it a try!

[Comments and ratings from this account come from various team members]
Just played through the Post-Jam and I do think I had a better time with it than my first playthrough. Really love that music! Still haven't managed to beat the boss! Perhaps some sort of block could be added to the game? I feel like there's not much I can do against that guy. Still quite a polished and fun game though :)

In some ways this is even better than Binding of Isaac, seriously nice work. The boss is so brutally hard!! I like switching between ranged and melee and the pace of the game is really rapid so dying isn't such a bummer. Great work!

Echoing the kudos on the art style. You guys did a great job on that, as well as on sound design. Splendid presentation! I felt that in terms of gameplay that the main game was a bit too easy while the boss was a bit brutal in comparison.

This one has a standout style, great job! This has a lot of potential and I'll love to see where it continues to go. When it's filled out with more content and it's refined even more I bet people will go crazy over it.

Excellent presentation! The art and music would be great even for a non-Jam game; Rose's visual style is sweet and infectious (the main character is so cute!) and Hal and Johan did some nice mixing for the soundtrack; I'd say the instruments are easily on par with the Zelda synth music from, say, Wind Waker. I love how you can tell it's kind of making a nod towards Zelda's style of music in its melody! Or at least, that's how it seemed to me. Maybe I'm too impressionable.

I noticed the rooms were randomly generated without many stand-out structures or formations- I'm sure as you add more stuff to spice it up it will get more and more intriguing with ease. :) One thing that made Binding of Isaac's rooms great was the organic feel to them (every single room in that game is hand-made)- when you see patterns and stuff in a room layout, you get more of the feeling you're in a meticulously crafted world. Centered, symmetrical and checkerboard pattern layouts for room elements (even if still mostly randomized) would give it a bit of that hand-crafted feel! It would also harken back a bit to the interesting room design of Zelda 1.

I'd also add in that it's a bit of a cheap shot when an enemy spawns on you when you enter a room. I don't think it makes the game less fun (it's easy enough to regain health)- but it's always best that the player has a chance to avoid everything. I'm sure you already have plans to fix this, but just thought I'd note anyway.

I also think that it would be great if attack speed were upgradeable, or if the current attack were modified to fire off more swiftly when you hit the key. It feels a bit swooshy and I think you might find it an improvement if the feedback was a bit faster- if perhaps the slash was immidiate with a short cooldown afterwards.

I'll definitely be watching how this game progresses, and I would really like to see more of it! :)

very nice! I died on the boss and being reset to the start was too much for me to try again (mostly I just didn't have enough time to try again, but also pretty tough fight). Sounds, art, gameplay. all came together nicely. some struggles with using the pin in the right direction. nice job!

I'm glad you guys are enjoying the game! All of your comments are really flattering. We'll be working hard to make it a more complete experience in the future.

@Pierrec - I'm glad it was a good balance of difficulty for you. The jam version's random room generation makes the difficult curve completely different for everyone. The think the post-jam version more or less scales with the player's progression.

Very nicely put together entry, good stuff! Art is gorgeous, and I enjoy the violin. I wanted to complete it and would have been glad of a "well done" but I see you've addressed that post jam, all good :)

I really like this! Nice concept of course, and the execution was great. At first I thought it was way too hard but then I got better at it and it was very fun. :D
When I got the 3rd firefly I finally realized there was a map, it made more sense. Hehe. No real glitches that I can see. Sometimes a Str would spawn on top of a rock or something but they were still collectible.

Nice graphics, didn't get to play it with sounds, though. I might try it again later.
Anyway, nice work. :)

Whoa! A little Legenda of Zelda / Bindings of Isaac here! Also I love forests/fairy/mushroom graphics. My only concern is that sometimes there are too enemies at once and they shoot in a crazy high rate.

Really cute game! Well done. You might have made the end boss perhaps a bit too tough because he and his minions take helluva lot of punishment before dying. But I liked the game, like simples Binding of Isaac. Also, great music! Good job!

Really fun game and great sound. Liked the randomly generated world. I didn't realy get why see had to kill those ladybugs though and the final boss was a bit too hard to beat. (but you already fixed that in the Post-Jam version). Overall a very nice game!